[0001] This invention relates to mobile communication devices and in particular it relates
to scorekeeping features for games such as darts incorporated in such devices.
[0002] Various features have been included in mobile communications devices to provide for
amusement and entertainment.
[0003] The game of darts in all its varieties relies upon the level of skill with which
a thrown dart is directed to its target. The target, traditionally, is a board as
shown generally at
1 in figure 1. The board is divided into twenty equal sectors and each sector carries
a points score. A dart landing in the sector designated
2 will score 4 points and a dart landing in the sector designated
3 will score 18 points. Double points for the sector are earned by a landing in the
outer ring 4 and triple points for a landing in the inner ring
5. Scores for the concentric lands at the centre of the board, outer
6 and inner
7 are 25 points and 50 points respectively.
[0004] In the most familiar game an initial score, e.g. 301 or 501, is allocated to each
player and the winning player is the first to reduce the initial score to zero. Each
player, in turn, throws a set of three darts and the points scored in each turn are
subtracted from the outstanding score. The game must be concluded by a double (outer
ring
5) reducing the outstanding score to zero.
[0005] Scorekeeping may be by means of a chalkboard or a dry erase inkboard. These tend
to be messy and inconvenient and their replacement by mechanical or electronic scoring
devices has been prompted by many disclosures in the prior art. Nevertheless the majority
of inkboards and chalkboards have yet to be replaced, suggesting that the expense
and inconvenience of the replacements are too high.
[0006] Scoring devices tend also to be fixtures and as such often suffer from abuse and
poor maintenance. Portable scorekeeping devices for personal use have been proposed
e.g. GB 2 166 056, GB 2 293 329, GB 2 271 063 and DE 100 01 296. These devices, however,
are purely scorekeepers and are likely to appeal only to dedicated competitors.
[0007] Mobile phones and the like are extremely common and incorporation of a scorekeeping
feature for a game played outside the phone would be welcomed by many users of mobile
phones and other communication devices, particularly if no modifications to the external
layout of the device were required.
The present invention provides a handheld wireless communications device having transceiver
means for transmitting and receiving electromagnetic signals, and user interface means
including a keypad, visual display, microphone and loudspeaker, the device further
having game scorekeeping means including signal processing means responsive to the
user interface means for calculating an accumulated or outstanding score according
to the rules of the game in response to an individual score entered by the user via
the user interface means, and presenting the accumulated or outstanding score to the
user via the interface means.
[0008] Preferred features of the device are described in claims 2 to 18.
It is well known in the art to provide alternative features for mobile wireless devices
like by downloading of programs from memory cards or over-the-air. By these means
programs and data may be transferred from a carrier to a hand held wireless communications
device whereby the device is configured to run a program transferred from the carrier.
[0009] A hand held wireless communication device of the type described may be configured
to provide game scorekeeping in accordance with the present invention by transfer
to the device of a program from a program carrier. The program carrier may be, amongst
other things, memory within a server or a transportable memory card.
[0010] Examples of implementations of the invention will now be described with reference
to the drawings in which:
Figure 1 shows a standard dartboard
Figure 2 is a pictorial view of a mobile communication device
Figure 3 is a block diagram of part of a mobile phone
Figure 4 demonstrates a menu selection procedure
Figure 5 illustrates a scorekeeping sequence
Figure 6 illustrates a cricket scorekeeping sequence
Figure 7 simple programme for cricket
[0011] With reference to figure 2, a portable communications device is shown generally at
21 and the user interface comprises a keypad
22, display
23, microphone
25 and loudspeaker
26. Selection of the feature or service required from the device is by means of menus
presented on the display
23 in response to user prompts on the keypad
22. One of the keys
24 is a navigation key and is rocked up and down or side to side to move a cursor on
display
23. Depression of the navigation key
24 enters the menu item currently under the cursor. The scorekeeping features of the
present invention are accessed, in this embodiment, via the menu structure. The operation
of a menu structure is described in e.g. US 5 758 295. Briefly, the menu structure
is typically in the form of a "tree" structure, with a main menu and a number of submenus
presented in response to the selection of an item in the main menu, each menu appearing
as a "pick list"
[0012] The parts of a mobile phone relevant to the invention are shown in figure 3. The
mobile phone shown generally at
31 includes a central processing unit (CPU)
32, memory
33 , a display
23 and a keypad
22. The mobile phone operates under the control of CPU
32 in accordance with programs stored in memory
33. Apart from control programmes, other data may be stored in memory
33, specifically data entered via keypad
22 or for presentation on display
23. Radio section
34 provides communications with the network over the air interface, whilst microphone
35 and loudspeaker
36 provide the audio interface with the user. A microprocessor separate from CPU
32 may be used to implement the invention if it is convenient to do so. A memory separate
from memory
33 may also be used. The processor and memory may be supplied as a detachable unit such
as an electronic card for insertion in mobile phone
31.
[0013] A menu selection is demonstrated in figure 4, where a first menu, which may be a
sub-menu, offers the scorekeeping feature at
401. Selection by the user of "SCORES" prompts a sub menu
402 where the available scorekeeping options are displayed. One of these options, conveniently,
may be a pre-set or default option whose selection will cause a reversion to a pre-programmed
function and avoid any tedium associated with the additional settings normally required.
This default option may be carried forward to successive sub menus.
[0014] Reverting to menu
402, we select "DARTS" and are presented with menu
403 from which we select "STANDARD" and are passed to menu
404 to enter an initial score, say 701, select Yes for both "TEAM" and "FEATURES" and
"enter". As the TEAM selection was made at
404 a further selection of PLAYERS is presented at
405. We have two teams of two players and insert the names of the players in order of
play (Jon, Jo, Sue, Bob. The next menu
406 presents the features available.
[0015] The features provided may be selected from the following items which will be described
below in more detail: Visual on display, Visual on projector, Audio, Best combinations
(predictor), Graphics, Corrections, Handicapping, Interactive, History, Statistics,
Recorded audio
[0016] Availability of some features will depend upon the configuration of the particular
device and its ability to support those features.
By way of example we select "visual on display" and on the display
23 of figure 2 the initial score and the names of the players are presented. The display
sequence as the game progresses is illustrated in figure 5. With reference to figure
5, the first player to throw (Jon) is prompted at screen
501. Jon scores
41 and that score is entered via the keypad
22 of figure 2. The score flashes alongside Jon's name as shown on screen
502 until it is confirmed by an entering that "menu item" by depression of the navigation
key. On confirmation of the score of 41 the outstanding score 660 is presented on
the left hand side of the screen and the next player, Jo is prompted.
[0017] A score of 65 achieved by Jo is entered via the keypad and confirmed and the screen
504 indicates outstanding scores and next player to throw. This process continues until
the outstanding score of one of the teams is reduced to zero.
[0018] The alternative dart game known as cricket may be selected at the menu
403. The scoring for cricket differs from the standard darts game in that the outstanding
score increases and only certain sectors are available for the scoring of points.
Each player takes a turn of three dart throws and attempts to land three darts in
a single sector. Normally only the sectors 15 to 20 and the bullseye are contested.
When the first player lands three darts in sector 15, that sector is closed and the
first player may then accumulate a score from that sector until the second player
has also closed that sector.
[0019] The first player achieving the higher score and closing all sectors and bullseye
wins the game. Alternatively there is no scoring and the first player to close all
sectors and bullseye wins
[0020] An example of the scorekeeping for the scoring cricket game is shown in figure 6.
At the start of the game the screen
601 is presented and the first named player indicated by the cursor position over the
numeral 15 under TOM. The underlining in figure 6 identifies the cursor positions.
We assume here that all three darts thrown by TOM are landed in sector 15. Depression
of the navigation key with the cursor over numeral 15 increments the sector displayed
to 16 and moves the cursor to 15 under JOE.
[0021] A failure to score a landing of three darts leaves JOE on sector 15 while Tom has
the opportunity to score and collects 30 points. The cursor is moved by means of the
navigation key to the TOM/SCORE intersect as shown in 603 and 30 points are entered
via the numeric keys. The 30 is then selected by depression of the navigation (enter)
key causing the figure at the TOM/SCORE intersect to return to zero, the TOM/TOTAL
intersect figure to 30 and the cursor to cover the JOE/SECTOR intersect.
[0022] A successful turn by JOE is followed by an entry at the current cursor position to
increment the sector from 15 to 16 and return the cursor to the TOM/SECTOR position.
The scorekeeping proceeds in like manner until all of the available sectors, including
bullseye, are exhausted by one of the players. A simple program to achieve this is
illustrated in figure 7.
[0023] With reference to figure 7, the start
701 is the presentation of screen
601with the cursor over the first named player. If a sector is selected at
702 then a further check at
703 determines whether or not the bullseye (50 points) was the sector selected. Selection
of a bullseye (
703) causes the end of the game (
704) otherwise the displayed sector is incremented and the cursor moved at
705. When no sector is selected at
702, a score may be entered at
706. When a score is entered at
706, the total score is updated and the cursor moved at
707. If no score is entered at
706 then the cursor remains in its position.
[0024] Methods have been proposed for enabling a larger display and user input area by means
of virtual displays (e.g. EP 982 676) and work in this field continues. Projection
systems are also available such as in GB 2 362 775. The inputs and menu selections
of the present invention may be via a virtual keyboard and the scorekeeping output
may be presented on a projection system associated with the device in question.
[0025] It will be apparent to those skilled in the art that many more scorekeeping features
for a variety of games other than darts may be implemented using these arrangements
but with variations in accordance with the particular game of interest.
Visual on display
[0026] Selection of this feature provides the scorekeeping presentation on the standard
user interface.
Visual on projector
[0027] This feature enables a projector display of the scorekeeping presentation. Where
a virtual keyboard user input is available, the scores may be entered via the virtual
keyboard.
Audio
[0028] An audio output is enabled for this feature, whereby synthesised voice outputs follow
the entry of the scores e.g. "Jon scores 41 remaining score 660".
Recorded audio
[0029] Alternative recorded voice or music clips may be triggered depending upon the result
of the game or by prompts from the user interface.
Best combinations (predictor)
[0030] Until the outstanding score has been reduced to a certain level (160 in the above
example) the highest score is attempted at each throw. When the outstanding score
has fallen to 160 various combinations of scores to reach zero score may be preferred.
For example to finish the game from a score of 160 the sequence is limited to treble
20, treble 20, double 20. For lesser outstanding scores some preference may be given
to certain sequences and these sequences displayed (or generated as recorded voice
or synthesised voice). In other games, other kinds of advice may be provided to the
user.
Graphics
[0031] Where a graphic output and /or input is available a graphic presentation of the dartboard
may be presented and the scores entered by touching with a pointer the appropriate
part of the board. In addition an animated character may point to the next required
scoring area. Similar "touch sensitive" features may be provided for other games.
Recorded graphics
[0032] Presentation of a recorded graphic image may be triggered by an event such as the
completion of the game. One or other of alternative graphic images can be triggered
depending upon the result of the game.
Handicapping
[0033] Automatic or preset handicap conditions may be employed. A preset handicap would
be for example three throws allowed for each member of the weaker team with only two
throws allowed for each member of the stronger team. An automatic handicap may be
a random reduction of individual scores of the handicapped team.
Interactive
[0034] Scoring for games played between a local and a remote team can be accommodated. A
videocam attachment to each of a local and remote telephone allows both teams to view
their own and the opposing team's dartboard and scores. Scorekeeping by both teams
independently may be preferred or one team keeping score can update the opposing team
over the air eg. By SMS.
History
[0035] The scores achieved during one or more games may be stored for later recall.
Statistics
[0036] Statistics may be computed for presentation of highest score, least number of throws
or similar over a period.
1. A handheld wireless communications device having transceiver means for transmitting
and receiving electromagnetic signals, and user interface means including a keypad,
visual display, microphone and loudspeaker, the device further having game scorekeeping
means including signal processing means responsive to the user interface means for
calculating an accumulated or outstanding score according to the rules of the game
in response to an individual score entered by the user via the user interface means,
and presenting the accumulated or outstanding score to the user via the interface
means.
2. A device according to claim 1 having game scorekeeping means for a plurality of games
having different rules, a game being selectable by the user via the user interface
means.
3. A device according to claim 1 or 2 in which a plurality of features are available
for the or each game.
4. A device according to claim 3 in which the available features include presentation
of the score on the visual display.
5. A device according to claim 3 or 4 in which the device has an optical projection facility
and the available features include presentation of the score via the projection facility.
6. A device according to claim 3, 4 or 5 in which the available features include an audio
announcement of the score.
7. A device according to claim 3, 4, 5 or 6 in which the available features include stored
audio clips which are played via the loudspeaker at predetermined stages of the game.
8. A device according to any of claims 3 to 7 in which the available features include
the presentation of advice to the user.
9. A device according to any of claims 3 to 9 in which at least one game can be played
by two or more players and the available features include a handicap facility for
a subset of the set of players.
10. A device according to any of claims 3 to 9, in which the available features include
recording scores from previous games.
11. A device according to any of claims 3 to 10 in which the available features include
computation of statistics from a plurality of games.
12. A device according to any of claims 3 to 11 in which the available features are presented
to the user in a menu structure.
13. A device according to any of claims 2 to 12 in which the available features are selectable
by the user via the user interface means.
14. A device according to claim 2 or any of claims 3 to 13 when dependent on claim 2,
in which a plurality of available games are presented to the user in a menu structure.
15. A device according to claim 13, 14 or 15 in which the menu structures are sub menus
of a main menu used for the device communications features.
16. A device according to claim 13, 14 or 15 in which the device has a dedicated key for
accessing the menu structure which is also used to access the games menu.
17. A device according to any of claims 3 to 8 having a touch sensitive visual display
via which score data may be entered.
18. A device according to any preceding claim adapted for scorekeeping between remote
parties having means for receiving and processing a score received from a remote party
via SMS.
19. A device substantially as hereinbefore described with reference to the accompanying
drawings.
20. A computer program product for use in a handheld wireless communications device having
transceiver means for transmitting and receiving electromagnetic signals, and user
interface means including a keypad, visual display, microphone and loudspeaker, which
program operates to configure the device as a device according to any preceding claim.
21. A transportable memory card bearing a computer program product as claimed in claim
20.
22. A computer program product substantially as hereinbefore described with reference
to the accompanying drawings.
23. A transportable memory card substantially as hereinbefore described with reference
to the accompanying drawings.